Ludum Dare 49 October 1–4, 2021

Longer Timelapse, Timelapse Tutorial, & Grandma's Handbag

I made a longer version of the timelapse and played around with the bg music in pixitracker:

https://www.youtube.com/watch?v=nV9gYZhHWBo

How to make your own timelapse. Assumption: you have downloaded multiple twitch videos or other recorded videos of you making the game. Video editors tend to choke on resizing huge videos or limit you in how much you can speed a video up, so we will use ffmpeg first

  1. download ffmpeg and add it to your path: https://ffmpeg.org/download.html (ref: https://www.thewindowsclub.com/how-to-install-ffmpeg-on-windows-10)

  2. combine videos - ffmpeg, with option #2 - (ref: https://stackoverflow.com/questions/7333232/how-to-concatenate-two-mp4-files-using-ffmpeg)

    • make a file called list.txt
    • add each video name on a new line with the word file before it like this: file day1.mp4 file day2.mp4 file day3.mp4
    • ffmpeg -safe 0 -f concat -i list.txt -c copy output.mp4
  3. speed up video - ffmpeg - (ref: https://superuser.com/questions/1261678/how-do-i-speed-up-a-video-by-60x-in-ffmpeg)

    • I think I used this for an 18 hr video, afaik 60 is how many times faster so /2 would be twice as fast
    • ffmpeg -i output.mp4 -filter:v "setpts=PTS/60" timelapse.mp4 -an
  4. modify final speed - davinci resolve (it's free - https://www.blackmagicdesign.com/products/davinciresolve/)

    • drag clip into timeline in edit mode (3rd tab at bottom)
    • right click clip and use change speed to your liking
    • go to rocket tab (last tab on right) at bottom to export.

Where is grandma's handbag? In the video of course.

I'll be live tomorrow on twitch @ 5pm PT! Drop in an let me rate your game! Or just say hi! https://www.twitch.tv/crefossus

BALANCING ACT is going postjam! Any suggestions?

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This is a somewhat informal announcement that BALANCING ACT will see a future release for ItchIO and [possibly] Android. Future versions of the game will be explicitly postjam with new features, new tilesets, new music, extra options during downtime/intermissions, and higher-quality presentation.

Any suggestions are highly welcome.

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Our game entry: https://ldjam.com/events/ludum-dare/49/balancing-act-2

"Just one more thing..."

This was a surprisingly chill run. First things first, I've re-read a postmortem for the previous jam. It basically said "time is short, don't get distracted, have a plan".

This is the first jam for my fourth(!) engine. I've been practicing, but things are different for actually jamming with it. I tried to get my tile framework ready and stop hanging spheres in a vacuum, but alas.

I considered (briefly) doing a game on floating point numerical instability, had a sensible chuckle, then discarded the idea.

Next up on my list was unimplemented n-body racing mode for my old game, with items and stuff. With a few strokes I've unloaded everything there was to begin.

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Before I had a chance at getting to that I've found I don't quite have a starter project for the engine, oops. So the next 7 hours went into frankenmerging engine demos and examples into one relatively clean project.

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By the end of day one I've found myself in violation of the postmortem commandments. At least I was working on the code that would remain in the game, not just thrown out.


Day 2 greeted me with the memory corruption bugs... which were solved promptly by consulting out git history for the previous project which had similar symptoms.

The simulation core is ready, but the game feel is a bit off. The planned thing ought to be somewhat more thoughtful and tactical, but I had suspected I wouldn't be able to implement all the details in time. And the game could be dull without them.

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  • Collectible items were crossed out.
  • Small amount of checkpoints swapped for a wild ride across hundreds of bodies.
  • Ship controls tuned to be more powerful, at the same time the bodies became more heavy.

A few more engine fixes, open source library fixes, game fixes and the game is playable.

With a few hours remaining for the day (and the compo), I've plugged in the scoreboards library I've prepared a few days before.


Taking a day off was the great idea. I had to sit through only a single work call, duh.

A final day went into boosting the experience.

I remembered how sound does improves a game and went trawling https://freesound.org/.

An already powerful ship got even more powerful with addition of rechargeable boosters. And so did the bodies. A rather sedate ride turned into a trick play with multiple styles.

But there was one little thing in the original n-body flying game - particle effects - and just one hour remaining before the submission deadline.

Without getting too fancy I just shoveled them sparkles into the same wireframe rendering collection and the engine got picked them right away :triumph:

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First play day was rough, but I fixed almost everything we've found during the second one.

Fly safe: https://ldjam.com/events/ludum-dare/49/swerve


I doubt there would be much post-jam activity, but the project looks like I can have some compute pipeline practice on it :thinking:

Bonus content: n-body gravity force visualization with color-coded directions

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Want to know true terror? Play Pen's Panic!

Depending on how you play it can be a breeze or a nightmare - how many baby penguins can you save?!

https://ldjam.com/events/ludum-dare/49/pens-panic-ld49

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I've had a hard time since the jam ended but I always play and rate the game's of every commenter - link your game here or leave a comment on mine and I'll do my best to get to it ASAP!

2nd Law [ Dev Log 2 | Development ]

This is part of a 5 part Dev Log where I will be talking about the process I took through implementing 2nd Law, a short, adventure-style game about cause and effect. https://ldjam.com/events/ludum-dare/49/2nd-law

0 - Lessons | 1 - Design | 2 - Development | 3 - Music | 4 - Artwork

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First thing's First

When I started off, I had good concepts for the aesthetics, mechanic, and storyline. After drafting out a bit of the story (in the previous post), I ended Night 1 getting a prototype of the interaction mechanic. While I really felt this game would shine as a point-and-click, I was worried about tricky stuff like auto-pathing and Unity canvas pitfalls .. so I took the safe route.

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This prototype included a fairly simple state system implemented as linked Scriptable Objects. While the fields grew over time to handle different entry and exit effects, the initial design remained: an Element class containing a series of State SOs, each of which could trigger others in chain-reactions.

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Scene Changes

Most of the remaining development was tuning or extending the Element class to handle new objects or characters that would appear in the final game (such as the rabbit and the fox or the boulder). I ended up creating bespoke child classes for each of these, which was probably the right decision for the limited time I had ... but having to do so meant it wasn't as easy as I'd hoped to add new things, which the game really needed.

The other crucial aspect was switching between environments, which were just two canvases side by side. This was accomplished with trigger colliders passing control to a static manager that would reset the camera position and other environment settings.

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Every menu that needed to stay with the camera was placed under a single game object--this is a structure I've built over a few jams, so it's easy enough to add menus to new projects.

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One detail I really liked was the option to assign different footstep SFX and music tracks to each environment. I had the concept of each environment "advancing" into higher states of chaos, and the background changing to reflect that ... alas, that was too much scope for a jam.

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If you are interested in any of the source code for this game, you can find it on gitlab! In the next two devlogs, I'll talk about the thought that went into the music design and scene design!

What’s next?

I’m excited to talk about more aspects of my experience. If you’d like, please follow along!

- Hawkin

Come play Nekonova's Not Home!

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You emerge from a supernova formed in the center of this strange new universe...

The Black hole formed by the Supernova is starting to rip and tear this universe to shreds! Jump from geometry to geometry in order to survive as long as possible before inevitably being sucked back into the black hole!

Act fast, but make sure not to collide with any unstable red shapes. Aim for the stable blue shapes!

Can you find the secret level?

https://ldjam.com/events/ludum-dare/49/$261620

Check out our trippy puzzle/exploration game

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We decided to finally give a 3D game a shot this time around, something we've wanted to do for a while. Once we came up with the concept I was basically grinding away in blender and pumping out assets for too many hours. It was a lot of fun though and I'm glad we were able to finish it, even though we had to make a bunch of compromises. Hope you get a chance to check it out if you haven't yet!

https://ldjam.com/events/ludum-dare/49/topographagnosia

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Interviewing Ludum Dare Devs on stream; come submit yours!

In addition to giving feedback and Rating games, I also interview ever developer over Discord while playing their game on my stream! Drop by to get indie developer insights, find out how others built their games, or submit your own project to the stream:

https://www.twitch.tv/bluishgreenproductions

I'm live now and will be for 2 hours!

Get a look at our Nuclear Bulwark!

Will you be able have a sustainable power plant? The alien invaders are here to make sure you won't!

Since the end of the jam we fixed minor glitches like pixel perfect settings and cursor position, come and play the best version of our simple yet efficient clicker game!

EDIT: added a direct to the game -> https://ldjam.com/events/ludum-dare/49/nuclear-bulwark

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Renegade

1.png Definitely a lot of great submissions this jam, here's the link if you wanna check out mine https://ldjam.com/events/ludum-dare/49/renegade

R8 our game and help us get to 20 reviews

As well as a lot of other people, this was both my first attempt at both using a game engine to make something and taking part in a game jam, and it was also the first time for the most of my team on at least one of those things, and even though we couldn't implement things like enemies or actual hazards, I personally feel happy with the final product.

"Gimme Money! NEVERQUAKER" is the result of someone posting a Monster House meme in the middle of the brainstorming process. Jokes aside, it is a platformer game in which the player, a wizard, tries to climb an "unstable" tower in the search of Neverquaker's gold. Sadly for our protagonist, the tower's light dissapears after an earthquake, so he has to rely on a very "unstable" light spell that has to be casted again after a little while.

We as a team had a lot of confidence in what we could make together but, because of either the lack of time or experience of some of us, the fact that we only had a weekend to make the game, problems that were out of our control or all of those reasons together in some cases, we had to cut stuff like 3 different types of enemies, environmental hazzards like spikes or falling platforms, screamers or even a time limit for the second half of the game.

https://ldjam.com/events/ludum-dare/49/gimme-money-neverquaker-ld49 Even after all those problems, we still ended up satisfied with the game, so we would be more than thankful if anyone could check it out and give us feedback about it. :v: 4807c.png

R8 our game and help us get to 20 reviews

As well as a lot of other people, this was both my first attempt at both using a game engine to make something and taking part in a game jam, and it was also the first time for the most of my team on at least one of those things, and even though we couldn't implement things like enemies or actual hazards, I personally feel happy with the final product.

"Gimme Money! NEVERQUAKER" is the result of someone posting a Monster House meme in the middle of the brainstorming process. Jokes aside, it is a platformer game in which the player, a wizard, tries to climb an "unstable" tower in the search of Neverquaker's gold. Sadly for our protagonist, the tower's light dissapears after an earthquake, so he has to rely on a very "unstable" light spell that has to be casted again after a little while.

We as a team had a lot of confidence in what we could make together but, because of either the lack of time or experience of some of us, the fact that we only had a weekend to make the game, problems that were out of our control or all of those reasons together in some cases, we had to cut stuff like 3 different types of enemies, environmental hazzards like spikes or falling platforms, screamers or even a time limit for the second half of the game.

Even after all those problems, we still ended up satisfied with the game, so we would be more than thankful if anyone could check it out and give us feedback about it. :v: https://ldjam.com/events/ludum-dare/49/gimme-money-neverquaker-ld49 4807c.png

I want to play your games!

Link your games in the comments and give the new GUNSTABLE MAYHEM v1.1 UPDATE a try!

https://ldjam.com/events/ludum-dare/49/gunstable-mayhem gjerald.gif

grammar bugs are the peskiest bugs of them all

not me only just realizing this many days into play + rate that my game's description said "a automatically" instead of "an automatically" :weary:

Play Unstable Stick

https://ldjam.com/events/ludum-dare/49/unstable-stick

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Watch all 30 of the LD49 games on the Honest Feedback stream

Hey all, thanks a lot for submitting your games to the LD feedback streams I hosted recently! You can find all of the games played (with some fast editing to cut out the raffles and downtime) here on my YouTube

Part 2:

https://youtu.be/whiXydUqZgk

Towering Dice by @marcmagus - a physical dice game where you stack dice higher to score more https://ldjam.com/events/ludum-dare/49/towering-dice

Lucky Lefty Loves Landslides by @TheBookSnail - a race down hill as the loveable snail named lefty https://ldjam.com/events/ludum-dare/49/lucky-lefty-loves-landslides

The Penguins Below by @steve7411 - two penguins cautiously control a submarine to avoid obstacles https://ldjam.com/events/ludum-dare/49/the-penguins-below

Bloops by @jitspoe - tetris stacking where you move the platform to catch the blocks as they fall https://ldjam.com/events/ludum-dare/49/bloops

Akameis by @Puebebe - a turn based puzzler where time moves when you move https://ldjam.com/events/ludum-dare/49/akameis

Snake using Windows by @Benjamin-Halko - literally snake, but using application windows to render! https://ldjam.com/events/ludum-dare/49/snake-using-windows

Drunk Hill by @basicmilky - navigate a character to avoid obstacles, who's swaying wildly while drunk https://ldjam.com/events/ludum-dare/49/drunk-hill

Neon Saber by @Eulermoises - dodge and reflect projectiles in a star wars tribute arcade game https://ldjam.com/events/ludum-dare/49/neon-saber

F'in Birds by @substain - shout (with your mic) to keep a tight walker from falling off the tight rope https://ldjam.com/events/ludum-dare/49/fin-birds

Teeter Blocks by @timbeaudet - driving game meets breakout, your car is the paddle! https://ldjam.com/events/ludum-dare/49/teeter-blocks

Unstable Ground by @Gamepopper - place buildings and grow population on an unstable semi circle foundation https://ldjam.com/events/ludum-dare/49/unstable-ground-1

Buggy Bot by @ursagames - control a mono wheeled robot around 3d platforming challenges https://ldjam.com/events/ludum-dare/49/buggy-bot

Hungry Hungry Hungry by @Kappa-b - match 3 meets overcooked as you stop hungry wolf from eating everyone https://ldjam.com/events/ludum-dare/49/$271017

Wibbly Wobbly Tower by @lex - 2d tower building with great physics and structural simulation https://ldjam.com/events/ludum-dare/49/wibbly-wobbly-tower

Bearly Stable by @hanubis - performing circus bear must stay on the unstable performance platform https://ldjam.com/events/ludum-dare/49/bearly-stable

Part 1:

https://youtu.be/xt5J2Cq9wVw

Unstable Tricky Table by @arthurds - 3d tetris, where you choose where the blocks fall and the blocks are misshaped to make it harder https://ldjam.com/events/ludum-dare/49/unstable-tricky-table

Haywire by @Firebelley - movement in the game is controlled by the knockback of your gun, which gets unstable. https://ldjam.com/events/ludum-dare/49/haywire

Stien by @bauke-regnerus - charming dice game, similar to yahtzee, where you face off against opponents one on one https://ldjam.com/events/ludum-dare/49/stien

Unstable by @AdrianKrawczyk - stack as many furniture items as you can into the back of a trailer https://ldjam.com/events/ludum-dare/49/unstable-21

Coffee Crisis by @Outfrost - fulfil as many coffee orders as you can in a hot kitchen https://ldjam.com/events/ludum-dare/49/coffee-crisis

Pop Shove It by @coleslaughter - you control a skateboarding table with a simulated handheld console's haptic / gyro controls https://ldjam.com/events/ludum-dare/49/pop-shove-it

King on the Mountain by @Javier-Belmer & @AndideBob - clicker meets physics based house builder https://ldjam.com/events/ludum-dare/49/king-on-the-mountain

Delivery Impossible by @nikolay-zapolnov - a range of driving challenges escorting precious cargo https://ldjam.com/events/ludum-dare/49/delivery-impossible

Stick Stack Stuck by @robbietaco - charming 2d physics tower building, building structures out of every day objects https://ldjam.com/events/ludum-dare/49/stick-stack-stuck

Honk III by @trickyfatcat - an impressive 3d tribute to doom, but you've got feathers https://ldjam.com/events/ludum-dare/49/honk-iii

Potion Panic by @LittleW00D - an old school arcade style game where you throw matching coloured potions into a cauldron https://ldjam.com/events/ludum-dare/49/cauldron-chaos

Improbability Fighter by @wendel-scardua - a scrolling shooter where your ship glitches into various forms during combat https://ldjam.com/events/ludum-dare/49/improbability-fighter

Technuclear by @thegreenworm - a drag-and-release to move game where you split all the atoms within the time limit https://ldjam.com/events/ludum-dare/49/technuclear

Back Alley ER by @xeke-death - treat patients as they arrive to the ER, diagnosing their issues and sending them to the right place https://ldjam.com/events/ludum-dare/49/back-alley-e-r

The Builders by @dante2001 - a story based game about a planet fighting back against the humans harvesting its resources https://ldjam.com/events/ludum-dare/49/the-builders

You up for a challenge?

Will you beat this 8-level platformer thriller? Or will you give up? Probably the latter.

The main concept of this game is that any progress you make is unstable. Every time you fail a level you go back to the previous ones, which means a particularly unlucky string of mistakes or a momentary lack of focus could send you all the way back to Level 1. Be careful!

The game is a rage game inspired by the likes of Cat Mario that will surely make you punch your monitor if you play too much.

Here's the link if you enjoy torturing yourself. https://ldjam.com/events/ludum-dare/49/unstable-ground-2

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